Pricing a few new items

SevenSir

First Post
This is my first crack at item creation, but my crazy players keep reading sourcebooks, so my stuff needs to be fresh. I have three item effects ready. I can hand them out to players no problem, but I need to be able to consider what caster level they should be, and how they should be priced.


Amulet of the Iron Monkey

The amulet is a disk of iron about the size of a coin with an image of a monkey enscribed on it. When worn by a monk it allows him to escape from the fray after making a decisive strike. When worn by one untrained in the martial arts, it imbues its wearer with some of the amazing capabilities of a monk.
A non-monk wearing the Amulet of the Iron Monky can use a Flurry of Blows with his unarmed strike as though he were a monk, at the usual -2 penalty on each attack. The blows still deal the same damage as the wearer's ordinary unarmed strike (likely subdual) and probably still provoke attacks of opportunity. The effect does not function if the user is wearing gauntlets.
A monk wearing the Amulet of the Iron Monkey may, if he has just hit with both attacks from a flurry of blows, move his speed. If he made a flurry of blows and then took another iterative attack, he may not take advantage of the amulet's effect. He must take the movement directly after making the second of two successful attacks from a flurry of blows. If he tumbles during this free movement, he gets a +2 enhancement bonus to his tumble check.

Quiver of Elemental Energy

The Quiver of Elemental Energy may be inscribed with a fire and frost detail to denote its function, of its apearance may give no sign of what it does. Each day, the quiver is capable of imbuing one arrow with a freezing chill, and one arrow with a fiery immolation.
When the wearer of the Quiver of Elemental Energy draws an arrow from it, he may utter either of two command words. One activates the fire effect, the other activates the cold. The effect lasts for one round, so the arrow must be fired immediately.
The ice arrow deals +1d6 points of cold damage on a hit, or +3d6 points of cold damage on a critical hit (x3, the usual with a bow). The fire arrow deals +1d6 fire damage on a hit, or +3d6 fire damage on a critical hit (x3).
If the arrow is used as a melee weapon (with the usual penalties) it deals only +2d6 damage on a crit (x2) but may be used in a series of iterative attacks.

The spell prerequisite for this will be fire shield, but I don't know what caster level the quiver should be.

Ring of the Random

A Ring of the Random generates a random spell effect of a level specific to the ring. Each ring is either divine or arcane, and is capable of casting any of the spells from the arcane or divine (depending on the ring) list for that level. The user of the ring must be able to cast spells of that type (divine or arcane) but need not be able to cast spells of that level.
Three times per day, the wearer may activate the ring as a standard action. He designates a person or monster within 100 feet, and the DM generates a random spell from the Scroll list for that level. That spell affects chosen creature, targets the chosen creature, centers its AoE on the creature, etc. If it has multiple chose targets (e.g. Slow) the ring affects elligible targets by which are closest to the chosen target. The ring makes no distinction between allies and enemies. All spell effects are based on the minimum caster level for the spell. If there are decisions to be made about the spell effect (e.g. Eyebite, Fire shield) the DM determines them randomly.
The wearer of the ring becomes aware of the effect that will be generated before it comes into effect, and he may make a charisma check to have the DM reroll the random spell. The DC is 10 + the level of the ring. The wearer may continue to reroll the spell as long as he can pass this check, but after each reroll the DC increases by 5. This is the only influence the wearer has on the spells being cast. He makes no decisions about how the selected spell takes effect.

I have absolutely no idea how to price this item. Obviously rings of higher levels cost more, but how much is any specific one worth? It seems like a toy for the sorcerer and bard, and that will make it lots of fun. There will be tons of DM adjudication involved with this, and I'm ready for that.
 

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I hate to post on my thread, but I'd really like some response. Do these items seem like they're any good? Have I overlooked something that will unbalence my campaign?

I know there are other items of random spell effect, so I don't think the Ring of the Random is a special thing, I just need to know about how much it's worth.

Thanks.
 

my thoughts

Personally like the ring and it seems to me u can give a player virtually any caster level righ you want since they will not be able to control one that is too powerful you be throwing the chracter off balance. Personally ive always gotten a kick outa random magial effects. As Dm remmember it is ur discretion as to what happens so u can always say "u cast bull's strength on that orc" and u can also choose decide that if they succed the throw to give them something equaly beneficial. when it comes down to it tho choosing randomly is more fun. That ring probably wouldnt be that expensive relative to a lot of magically items becasue its hard to control. personally it doesnt seem like soemthing u can just buy anywhere, id be more inclined to have someone find it.

the quiver seems like fun. i might give it caster level 5. id also suggest that for each level over five the person creating the item should have it do one more arrow per day. A creator at level six could make it go 2x per day. a creator at level 9, 4x per day. Obviously a high level creator would make a very powerful quiver but for giving it to players id figure it should be made at between levels 5 and 8.

I like the amulet too. Id figure it will be of minimal use to a monk at low levels since with the base attack bonus they get and the -2 they rarely hit. I would prolly have it reduce the flurry penalty to -1 on all attacks. Also moks level 6 and up get 2 attacks to start with. would they have to run away after their second attack or would they be allowed to make all 3 attacks. then would they have to hit with all three. maybe if they could runaway after any 2 consecutive hits. miss, hit, hit works where hit, miss, hit would not. personally id rule hit, hit, miss, hit cant but hit, mis, hit, hit, can. I dotn know that a non monk character would find it particularly useful but id be interested to see what they did with it. if a monk has a monk weapon in one hand and flurries such that the first attack includes a weapon does the ability still happen?
 

The ring I think is cool too. It is much more "uncut" than the various other random effect items (one such is a staff in the DMG). Because of this "rough hewn" aspect, the user will feel much more like he's riding something he's got only a little control over. I think my level 4 Sorcerer is about to find a third level Arcane Ring of the Random pretty soon. There are only a couple beneficial spells at third level in comparison to the number of detrimental ones. Obviously Haste would be the worst case in a straight fight. One thing that appealed to me was that some rings, like a first-level Divine Ring of the Random, would have almost as many beneficial as detrimental effects. Such a ring could be used on an ally, and the caster would have to try to make sure he didn't accidently Doom his ally. Caster prereq would just be the ability to cast Arcane or Divine Spells of the appropriate level. Also alignment prereq: non-lawful. For the price, I'm going with Ring level-sqared times 150 gp.

I'm gonna go with Caster level 5th for the Quiver of Elemental energy. The prerequisite spells will be Ray of Frost and Flame Arrow. At Caster level 9th I'd allow a "Greater Quiver of the Elements" which could do a flame arrow, an acid arrow, a frost arrow and a shocking arrow. Prerequisites would be Flame Shield, Lighting Bolt and Melf's Acid Arrow. The cost of the Lesser Quiver will be 750 gp, and the greater will cost 2250 gp. For cost comparison I looked at Flaming Bows, that imbue ALL shots with fire. Those prices look good? Oh, and each command word (fire, ice, etc.) can now be used twice per day, not once. Higher level casters get more kinds of arrows, not more of them.
 

i tihnk the ring price is a little to low for low level rings, 150 gp for a level 1 seems really low, id put level 1 around 1000 maybe add level squared times 150 to that. so
lv1- 1150
lv2-1600
lv3-2350
lv4-3400
lv5-4750
lv6-6400
lv7-8350
lv8-10600
lv9-13150

that brings the low end ones up to a reasonable cost but doesnt overly raise the high ones.

and would there be a limit of times per day on the use of such a ring because if not then u might wanna raise the value more.
 

I was trying to remember how I arrived at a value of 150 for the level 1 ring, and I can't for the life of me recall why I thought it made sense. I think it had something to do with a comparison to scroll costs, but that doesn't help me much. Your cost values look good, though I think the higher level ones wouldn't be hurt by costing a bit more. Going with [ cost = 1000 + (Level Squared) * 200 ] yields:

1 - 1200 gp
2 - 1800 gp
3 - 2800 gp
4 - 4200 gp
5 - 6000 gp
6 - 8200 gp
7 - 10,800 gp
8 - 13,800 gp
9 - 17,200 gp

These numbers are rounder, and still work very nicely. I don't mind increasing the cost that much. As for use limits, it's three per day. I think that was in the original post.

I meant to post more about the amulet, but I was pressed for time. I've decided to re-word it.

[new and improved!]
Amulet of the Iron Monkey

The amulet is a disk of iron about the size of a coin with an image of a monkey inscribed on it. When worn by a monk it allows him to escape from the fray after making a decisive strike. When worn by one untrained in the martial arts, it imbues its wearer with some of the amazing capabilities of a monk.
A non-monk wearing the Amulet of the Iron Monky gains the benefits of the Improved Unarmed Fighting Feat and can use a Flurry of Blows with his unarmed strike as though he were a monk, at the usual -2 penalty on each attack. The blows still deal the same damage as the wearer's ordinary unarmed strike (likely subdual). The effect does not function if the user is wearing gauntlets.
A monk wearing the Amulet of the Iron Monkey may, if he has just hit with two consecutive unarmed attacks (whether from a flurry of blows or iterative attacks) move his speed. He must make this decision immediately after hitting with the second fo the two attacks. If he tumbles during this free movement, he gets a +2 competence bonus to his tumble check.
Caster Level: 8th; Prerequisites: Craft Wondrous Item, haste; Market Price: 3,200 gp; Weight: ---.

The change simplifies it a bit and empowers the non-monk application. Using a flurry of blows is riduculous if it provokes attacks of opportunity. Does the price look good?

I have a few more items in mind. I'll post them when I have more time. Thanks again for helping me tune this. Balance is very important to me.
 

I really like the ring - that's going into my Must Use file. :)

If the amulet gives Improved Unarmed Strike, part of that feat is to give you normal damage with your unarmed attack. However, if you want to word the description such that in this particular case it doesn't, that's cool too. ;)
 

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